Extensions
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− | These extensions, or ''plugins'', allow you to add special features to your | + | These '''extensions''', or ''plugins'', allow you to add special features to your Unity projects without the hassle of writing them yourself from the ground up. |
− | There are two kinds of plugin: | + | There are two kinds of plugin: .NET plugins, which contain only .NET code, and native code plugins, which contain binary code. |
== .NET Plugins == | == .NET Plugins == | ||
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*[http://forum.unity3d.com/viewtopic.php?t=50843&start=0 Antares.dll] : a shareware part of the freeware [[Antares Project]]. Including '''Antares.Manager''' (Events message system), '''Antares.Async''' (asynchronous Asset Bundle loading and management classes) and some more helpers. | *[http://forum.unity3d.com/viewtopic.php?t=50843&start=0 Antares.dll] : a shareware part of the freeware [[Antares Project]]. Including '''Antares.Manager''' (Events message system), '''Antares.Async''' (asynchronous Asset Bundle loading and management classes) and some more helpers. | ||
− | *[http://angryant.com/path | + | *[http://angryant.com/path Path] - Add pathfinding to your unity projects. Path implements the A* algorithm on NavMeshes, using multi-threading and several optimisation tricks to reduce calculation time. |
− | *[http://angryant.com/behave | + | *[http://angryant.com/behave Behave] - Via an editor extension and a runtime library, this project implements behaviour trees in unity for AI decision making. It features an easy to use drag-and-drop design interface and compiles designed behaviour trees are compiled to .NET plugins with a simple, but versatile runtime interface. |
*[http://www.arges-systems.com/articles/35/unitysteer-steering-components-for-unity UnitySteer] - UnitySteer contains a series of classes that help your game characters or vehicles maneuver around a scene: how to accelerate and for how long, how to turn depending on vehicle characteristics, how to act when avoiding obstacles or neighbors, how to keep a distance from other agents, or many other cases. Some of these behaviors are quite simple, but they can easily be combined to generate more complex vehicles. | *[http://www.arges-systems.com/articles/35/unitysteer-steering-components-for-unity UnitySteer] - UnitySteer contains a series of classes that help your game characters or vehicles maneuver around a scene: how to accelerate and for how long, how to turn depending on vehicle characteristics, how to act when avoiding obstacles or neighbors, how to keep a distance from other agents, or many other cases. Some of these behaviors are quite simple, but they can easily be combined to generate more complex vehicles. | ||
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+ | *[http://insidious.pt/#amplify Amplify] - Amplify is a Virtual Texturing extension for Unity Pro. It allows scene/level designers to use a huge amount of textures without worrying much about texture memory limits or streaming. | ||
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+ | *[http://code.google.com/p/libnoise-dotnet/ Libnoise dotnet] - libnoise is used to generate coherent noise, a type of smoothly-changing noise. libnoise can generate Perlin noise, ridged multifractal noise, and other types of coherent-noise. Pure c# port including Improved perlin noise, simplex perlin noise, fractal filters (ridged, heterogeneous, multi, hybrid, sum, sin), all the libnoise utilities except Terragen renderer. More stuff [http://forum.unity3d.com/threads/114239-Libnoise-dotnet?p=759730 here] | ||
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+ | *[[ManagedSqlite]] - Pointers to fully managed versions of Sqlite | ||
=== Windows Only Plugins === | === Windows Only Plugins === | ||
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*[[HtmlTexturePlugin]] - Display an HTML page as a texture, for use on a mesh or in a GUI. | *[[HtmlTexturePlugin]] - Display an HTML page as a texture, for use on a mesh or in a GUI. | ||
+ | *[[Syphon]] - [http://syphon.v002.info/ Syphon] is an open source Mac OS X technology that allows applications to share frames - full frame rate video or stills - with one another in realtime. | ||
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+ | [[Category:Plugins]] | ||
[[Category:.NET Plugins]] | [[Category:.NET Plugins]] | ||
[[Category:Native Code Plugins]] | [[Category:Native Code Plugins]] |
Latest revision as of 13:50, 6 February 2015
Plugins | Extension Methods | Packages |
These extensions, or plugins, allow you to add special features to your Unity projects without the hassle of writing them yourself from the ground up. There are two kinds of plugin: .NET plugins, which contain only .NET code, and native code plugins, which contain binary code. [edit] .NET Plugins.NET plugins are simply DLLs which have been built from Mono/.NET source code. When your project is built, they are merged with the compiled Mono code from your project's scripts. This means that you can use them with a Unity Indie licence as well as with Pro and in web players. [edit] Cross-Platform Plugins
[edit] Windows Only Plugins
[edit] Native Code PluginsNative code plugins can be written in many languages, including C and C++. A Unity Pro licence is required to use these plugins. This kind of plugin can only be used in the editor and in standalone builds. The web player is prevented from using them for security reasons. The Unity documentation outlines how native code plugins are made here. [edit] Cross-Platform Plugins
[edit] Mac OS X Only Plugins
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